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Singleton class for visibility modifiers to share data between each other Used because multiple modifier could be watching/updating an actor We want to save the state of that actor once before any modifier changes it and restore it when no other modifier is watching it
| Name | UActorModifierVisibilityShared |
| Type | class |
| Header File | /Engine/Plugins/VirtualProduction/ActorModifier/Source/ActorModifier/Public/Shared/ActorModifierVisibilityShared.h |
| Include Path | #include "Shared/ActorModifierVisibilityShared.h" |
Syntax
UCLASS (Hidden, MinimalAPI)
class UActorModifierVisibilityShared : public UActorModifierCoreSharedObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorModifierCoreSharedObject → UActorModifierVisibilityShared
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FActorModifierVisibilitySharedActorState * FindActorState
(
AActor* InActor |
Gather original state before any modifier is applied if there is one | Shared/ActorModifierVisibilityShared.h | |
bool IsActorsStateSaved
(
UActorModifierCoreBase* InModifierContext |
Returns true, if this modifier is tracking any actor | Shared/ActorModifierVisibilityShared.h | |
bool IsActorStateSaved
(
UActorModifierCoreBase* InModifierContext, |
Returns true, if this modifier is tracking this actor | Shared/ActorModifierVisibilityShared.h | |
void RestoreActorsState
(
UActorModifierCoreBase* InModifierContext, |
Unwatch all actors states linked to this modifier | Shared/ActorModifierVisibilityShared.h | |
void RestoreActorsState
(
UActorModifierCoreBase* InModifierContext, |
Shared/ActorModifierVisibilityShared.h | ||
void RestoreActorState
(
UActorModifierCoreBase* InModifierContext, |
Unwatch actor state, removes it if no other modifier track that actor state | Shared/ActorModifierVisibilityShared.h | |
void SaveActorState
(
UActorModifierCoreBase* InModifierContext, |
Watch actor state, adds it if it is not tracked | Shared/ActorModifierVisibilityShared.h | |
void SetActorsVisibility
(
UActorModifierCoreBase* InModifierContext, |
Set actors visibility in game or editor, tracks original state if not tracked | Shared/ActorModifierVisibilityShared.h | |
void SetActorVisibility
(
UActorModifierCoreBase* InModifierContext, |
Set actor visibility in game or editor and recurse, tracks original state if not tracked | Shared/ActorModifierVisibilityShared.h |
Protected
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
Shared/ActorModifierVisibilityShared.h |